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  1. #1
    Private pollo's Avatar
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    Quote Originally Posted by Mitch View Post
    When you check the open .map source with a text editor and search for all lines starting with: "classname" "trigger_
    Are the triggers that don't work/inactive the last ones in the file?

    Edit: Are you using portal textures to only render the parts of the map that are visible to the player?
    If it is a limit, this might prevent the player from loading too many triggers at the same time.
    Also, it will improve FPS.

    https://wiki.zeroy.com/index.php?tit...uty_2:_Portals
    http://modsonline.com/Tutorials-read-427.html
    Yes I just checked and all the buggy ones are at the very end could it mean something?

    I'll see this about portalling, ty

  2. #2
    Global Mossaderator Mitch's Avatar
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    Quote Originally Posted by pollo View Post
    Yes I just checked and all the buggy ones are at the very end could it mean something?
    I guess a trigger limit (all variants). After this limit you get undefined behaviour like in your video.
    At how many triggers does this behaviour start?

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    kung foo man (16th November 2020),pollo (14th November 2020)

  4. #3
    Private pollo's Avatar
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    Quote Originally Posted by Mitch View Post
    I guess a trigger limit (all variants). After this limit you get undefined behaviour like in your video.
    At how many triggers does this behaviour start?
    I haven't got an exact number, but if there is, I assume is below 19 (I deleted 44; it's a bit a pain in the ass to remove trigs as I work mainly with prefabs and have to do edit them 1 by one lol). And that is weird and I believe impossible, because I'm sure that more than 19 work at the same time, as I've been testing pretty much everything everytime. The exceptions are those 3-4 rebel ones, which I also tried remaking from scratch, with same result

    Tried deleting all of the models (800+) and a huge amount of prefabs (800+), but also nothing haha. Could be maybe script_brushmodels? I have around 30, but some of them are groups of much more brushes.

    Guess I will have to rethink another workaround or idk


    Edit. brushmodels either, deleted those huge groups, same thing hahaha
    Last edited by pollo; 14th November 2020 at 00:28.

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    kung foo man (16th November 2020)

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